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authorTon Roosendaal <ton@blender.org>2018-04-19 18:34:44 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-19 18:35:25 +0300
commit51b796ff1528c52cc8b4079fab1003671652a4d9 (patch)
tree0dfc2d2dabe5e77959264f5b6667897569290a41 /source/blender/blenkernel/intern/DerivedMesh.c
parent785e8a636a293941a4295e669cb5aeecfafae039 (diff)
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
Diffstat (limited to 'source/blender/blenkernel/intern/DerivedMesh.c')
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c412
1 files changed, 0 insertions, 412 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index bcdcdaa30cc..648af413bbe 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -72,10 +72,6 @@
#include "BLI_sys_types.h" /* for intptr_t support */
-#include "GPU_buffers.h"
-#include "GPU_shader.h"
-#include "GPU_immediate.h"
-
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
@@ -348,7 +344,6 @@ void DM_init(
DM_init_funcs(dm);
dm->needsFree = 1;
- dm->auto_bump_scale = -1.0f;
dm->dirty = 0;
/* don't use CustomData_reset(...); because we dont want to touch customdata */
@@ -405,7 +400,6 @@ int DM_release(DerivedMesh *dm)
{
if (dm->needsFree) {
bvhcache_free(&dm->bvhCache);
- GPU_drawobject_free(dm);
CustomData_free(&dm->vertData, dm->numVertData);
CustomData_free(&dm->edgeData, dm->numEdgeData);
CustomData_free(&dm->faceData, dm->numTessFaceData);
@@ -3002,21 +2996,6 @@ void mesh_get_mapped_verts_coords(DerivedMesh *dm, float (*r_cos)[3], const int
}
}
-/* ******************* GLSL ******************** */
-
-void DM_calc_tangents_names_from_gpu(
- const GPUVertexAttribs *gattribs,
- char (*tangent_names)[MAX_NAME], int *r_tangent_names_count)
-{
- int count = 0;
- for (int b = 0; b < gattribs->totlayer; b++) {
- if (gattribs->layer[b].type == CD_TANGENT) {
- strcpy(tangent_names[count++], gattribs->layer[b].name);
- }
- }
- *r_tangent_names_count = count;
-}
-
void DM_add_named_tangent_layer_for_uv(
CustomData *uv_data, CustomData *tan_data, int numLoopData,
const char *layer_name)
@@ -3050,397 +3029,6 @@ void DM_calc_loop_tangents(
&dm->tangent_mask);
}
-void DM_calc_auto_bump_scale(DerivedMesh *dm)
-{
- /* int totvert = dm->getNumVerts(dm); */ /* UNUSED */
- int totface = dm->getNumTessFaces(dm);
-
- MVert *mvert = dm->getVertArray(dm);
- MFace *mface = dm->getTessFaceArray(dm);
- MTFace *mtface = dm->getTessFaceDataArray(dm, CD_MTFACE);
-
- if (mtface) {
- double dsum = 0.0;
- int nr_accumulated = 0;
- int f;
-
- for (f = 0; f < totface; f++) {
- {
- float *verts[4], *tex_coords[4];
- const int nr_verts = mface[f].v4 != 0 ? 4 : 3;
- bool is_degenerate;
- int i;
-
- verts[0] = mvert[mface[f].v1].co; verts[1] = mvert[mface[f].v2].co; verts[2] = mvert[mface[f].v3].co;
- tex_coords[0] = mtface[f].uv[0]; tex_coords[1] = mtface[f].uv[1]; tex_coords[2] = mtface[f].uv[2];
- if (nr_verts == 4) {
- verts[3] = mvert[mface[f].v4].co;
- tex_coords[3] = mtface[f].uv[3];
- }
-
- /* discard degenerate faces */
- is_degenerate = 0;
- if (equals_v3v3(verts[0], verts[1]) ||
- equals_v3v3(verts[0], verts[2]) ||
- equals_v3v3(verts[1], verts[2]) ||
- equals_v2v2(tex_coords[0], tex_coords[1]) ||
- equals_v2v2(tex_coords[0], tex_coords[2]) ||
- equals_v2v2(tex_coords[1], tex_coords[2]))
- {
- is_degenerate = 1;
- }
-
- /* verify last vertex as well if this is a quad */
- if (is_degenerate == 0 && nr_verts == 4) {
- if (equals_v3v3(verts[3], verts[0]) ||
- equals_v3v3(verts[3], verts[1]) ||
- equals_v3v3(verts[3], verts[2]) ||
- equals_v2v2(tex_coords[3], tex_coords[0]) ||
- equals_v2v2(tex_coords[3], tex_coords[1]) ||
- equals_v2v2(tex_coords[3], tex_coords[2]))
- {
- is_degenerate = 1;
- }
-
- /* verify the winding is consistent */
- if (is_degenerate == 0) {
- float prev_edge[2];
- bool is_signed = 0;
- sub_v2_v2v2(prev_edge, tex_coords[0], tex_coords[3]);
-
- i = 0;
- while (is_degenerate == 0 && i < 4) {
- float cur_edge[2], signed_area;
- sub_v2_v2v2(cur_edge, tex_coords[(i + 1) & 0x3], tex_coords[i]);
- signed_area = cross_v2v2(prev_edge, cur_edge);
-
- if (i == 0) {
- is_signed = (signed_area < 0.0f) ? 1 : 0;
- }
- else if ((is_signed != 0) != (signed_area < 0.0f)) {
- is_degenerate = 1;
- }
-
- if (is_degenerate == 0) {
- copy_v2_v2(prev_edge, cur_edge);
- i++;
- }
- }
- }
- }
-
- /* proceed if not a degenerate face */
- if (is_degenerate == 0) {
- int nr_tris_to_pile = 0;
- /* quads split at shortest diagonal */
- int offs = 0; /* initial triangulation is 0,1,2 and 0, 2, 3 */
- if (nr_verts == 4) {
- float pos_len_diag0, pos_len_diag1;
-
- pos_len_diag0 = len_squared_v3v3(verts[2], verts[0]);
- pos_len_diag1 = len_squared_v3v3(verts[3], verts[1]);
-
- if (pos_len_diag1 < pos_len_diag0) {
- offs = 1; // alter split
- }
- else if (pos_len_diag0 == pos_len_diag1) { /* do UV check instead */
- float tex_len_diag0, tex_len_diag1;
-
- tex_len_diag0 = len_squared_v2v2(tex_coords[2], tex_coords[0]);
- tex_len_diag1 = len_squared_v2v2(tex_coords[3], tex_coords[1]);
-
- if (tex_len_diag1 < tex_len_diag0) {
- offs = 1; /* alter split */
- }
- }
- }
- nr_tris_to_pile = nr_verts - 2;
- if (nr_tris_to_pile == 1 || nr_tris_to_pile == 2) {
- const int indices[6] = {offs + 0, offs + 1, offs + 2, offs + 0, offs + 2, (offs + 3) & 0x3 };
- int t;
- for (t = 0; t < nr_tris_to_pile; t++) {
- float f2x_area_uv;
- const float *p0 = verts[indices[t * 3 + 0]];
- const float *p1 = verts[indices[t * 3 + 1]];
- const float *p2 = verts[indices[t * 3 + 2]];
-
- float edge_t0[2], edge_t1[2];
- sub_v2_v2v2(edge_t0, tex_coords[indices[t * 3 + 1]], tex_coords[indices[t * 3 + 0]]);
- sub_v2_v2v2(edge_t1, tex_coords[indices[t * 3 + 2]], tex_coords[indices[t * 3 + 0]]);
-
- f2x_area_uv = fabsf(cross_v2v2(edge_t0, edge_t1));
- if (f2x_area_uv > FLT_EPSILON) {
- float norm[3], v0[3], v1[3], f2x_surf_area, fsurf_ratio;
- sub_v3_v3v3(v0, p1, p0);
- sub_v3_v3v3(v1, p2, p0);
- cross_v3_v3v3(norm, v0, v1);
-
- f2x_surf_area = len_v3(norm);
- fsurf_ratio = f2x_surf_area / f2x_area_uv; /* tri area divided by texture area */
-
- nr_accumulated++;
- dsum += (double)(fsurf_ratio);
- }
- }
- }
- }
- }
- }
-
- /* finalize */
- {
- const float avg_area_ratio = (nr_accumulated > 0) ? ((float)(dsum / nr_accumulated)) : 1.0f;
- const float use_as_render_bump_scale = sqrtf(avg_area_ratio); // use width of average surface ratio as your bump scale
- dm->auto_bump_scale = use_as_render_bump_scale;
- }
- }
- else {
- dm->auto_bump_scale = 1.0f;
- }
-}
-
-void DM_vertex_attributes_from_gpu(DerivedMesh *dm, GPUVertexAttribs *gattribs, DMVertexAttribs *attribs)
-{
- CustomData *vdata, *ldata;
- int a, b, layer;
- const bool is_editmesh = (dm->type == DM_TYPE_EDITBMESH);
-
- /* From the layers requested by the GLSL shader, figure out which ones are
- * actually available for this derivedmesh, and retrieve the pointers */
-
- memset(attribs, 0, sizeof(DMVertexAttribs));
-
- vdata = &dm->vertData;
- ldata = dm->getLoopDataLayout(dm);
-
- /* calc auto bump scale if necessary */
- if (dm->auto_bump_scale <= 0.0f)
- DM_calc_auto_bump_scale(dm);
-
- char tangent_names[MAX_MTFACE][MAX_NAME];
- int tangent_names_count;
- /* Add a tangent layer/layers. */
- DM_calc_tangents_names_from_gpu(gattribs, tangent_names, &tangent_names_count);
-
- if (tangent_names_count)
- dm->calcLoopTangents(dm, false, (const char (*)[MAX_NAME])tangent_names, tangent_names_count);
-
- for (b = 0; b < gattribs->totlayer; b++) {
- int type = gattribs->layer[b].type;
- layer = -1;
- if (type == CD_AUTO_FROM_NAME) {
- /* We need to deduct what exact layer is used.
- *
- * We do it based on the specified name.
- */
- if (gattribs->layer[b].name[0]) {
- layer = CustomData_get_named_layer_index(ldata, CD_MLOOPUV, gattribs->layer[b].name);
- type = CD_MTFACE;
- if (layer == -1) {
- layer = CustomData_get_named_layer_index(ldata, CD_MLOOPCOL, gattribs->layer[b].name);
- type = CD_MCOL;
- }
- if (layer == -1) {
- layer = CustomData_get_named_layer_index(&dm->loopData, CD_TANGENT, gattribs->layer[b].name);
- type = CD_TANGENT;
- }
- if (layer == -1) {
- continue;
- }
- }
- else {
- /* Fall back to the UV layer, which matches old behavior. */
- type = CD_MTFACE;
- }
- }
- if (type == CD_MTFACE) {
- /* uv coordinates */
- if (layer == -1) {
- if (gattribs->layer[b].name[0])
- layer = CustomData_get_named_layer_index(ldata, CD_MLOOPUV, gattribs->layer[b].name);
- else
- layer = CustomData_get_active_layer_index(ldata, CD_MLOOPUV);
- }
-
- a = attribs->tottface++;
-
- if (layer != -1) {
- attribs->tface[a].array = is_editmesh ? NULL : ldata->layers[layer].data;
- attribs->tface[a].em_offset = ldata->layers[layer].offset;
- }
- else {
- attribs->tface[a].array = NULL;
- attribs->tface[a].em_offset = -1;
- }
-
- attribs->tface[a].gl_index = gattribs->layer[b].glindex;
- attribs->tface[a].gl_info_index = gattribs->layer[b].glinfoindoex;
- attribs->tface[a].gl_texco = gattribs->layer[b].gltexco;
- }
- else if (type == CD_MCOL) {
- if (layer == -1) {
- if (gattribs->layer[b].name[0])
- layer = CustomData_get_named_layer_index(ldata, CD_MLOOPCOL, gattribs->layer[b].name);
- else
- layer = CustomData_get_active_layer_index(ldata, CD_MLOOPCOL);
- }
-
- a = attribs->totmcol++;
-
- if (layer != -1) {
- attribs->mcol[a].array = is_editmesh ? NULL : ldata->layers[layer].data;
- /* odd, store the offset for a different layer type here, but editmode draw code expects it */
- attribs->mcol[a].em_offset = ldata->layers[layer].offset;
- }
- else {
- attribs->mcol[a].array = NULL;
- attribs->mcol[a].em_offset = -1;
- }
-
- attribs->mcol[a].gl_index = gattribs->layer[b].glindex;
- attribs->mcol[a].gl_info_index = gattribs->layer[b].glinfoindoex;
- }
- else if (type == CD_TANGENT) {
- /* note, even with 'is_editmesh' this uses the derived-meshes loop data */
- if (layer == -1) {
- if (gattribs->layer[b].name[0])
- layer = CustomData_get_named_layer_index(&dm->loopData, CD_TANGENT, gattribs->layer[b].name);
- else
- layer = CustomData_get_active_layer_index(&dm->loopData, CD_TANGENT);
- }
-
- a = attribs->tottang++;
-
- if (layer != -1) {
- attribs->tang[a].array = dm->loopData.layers[layer].data;
- attribs->tang[a].em_offset = dm->loopData.layers[layer].offset;
- }
- else {
- attribs->tang[a].array = NULL;
- attribs->tang[a].em_offset = -1;
- }
-
- attribs->tang[a].gl_index = gattribs->layer[b].glindex;
- attribs->tang[a].gl_info_index = gattribs->layer[b].glinfoindoex;
- }
- else if (type == CD_ORCO) {
- /* original coordinates */
- if (layer == -1) {
- layer = CustomData_get_layer_index(vdata, CD_ORCO);
- }
- attribs->totorco = 1;
-
- if (layer != -1) {
- attribs->orco.array = vdata->layers[layer].data;
- attribs->orco.em_offset = vdata->layers[layer].offset;
- }
- else {
- attribs->orco.array = NULL;
- attribs->orco.em_offset = -1;
- }
-
- attribs->orco.gl_index = gattribs->layer[b].glindex;
- attribs->orco.gl_texco = gattribs->layer[b].gltexco;
- attribs->orco.gl_info_index = gattribs->layer[b].glinfoindoex;
- }
- }
-}
-
-/**
- * Set vertex shader attribute inputs for a particular tessface vert
- *
- * \param a: tessface index
- * \param index: vertex index
- * \param vert: corner index (0, 1, 2, 3)
- * \param loop: absolute loop corner index
- */
-void DM_draw_attrib_vertex(DMVertexAttribs *attribs, int a, int index, int vert, int loop)
-{
- const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- int b;
-
- UNUSED_VARS(a, vert);
-
- /* orco texture coordinates */
- if (attribs->totorco) {
- /*const*/ float (*array)[3] = attribs->orco.array;
- const float *orco = (array) ? array[index] : zero;
-
- if (attribs->orco.gl_texco)
- glTexCoord3fv(orco);
- else
- glVertexAttrib3fv(attribs->orco.gl_index, orco);
- }
-
- /* uv texture coordinates */
- for (b = 0; b < attribs->tottface; b++) {
- const float *uv;
-
- if (attribs->tface[b].array) {
- const MLoopUV *mloopuv = &attribs->tface[b].array[loop];
- uv = mloopuv->uv;
- }
- else {
- uv = zero;
- }
-
- if (attribs->tface[b].gl_texco)
- glTexCoord2fv(uv);
- else
- glVertexAttrib2fv(attribs->tface[b].gl_index, uv);
- }
-
- /* vertex colors */
- for (b = 0; b < attribs->totmcol; b++) {
- GLfloat col[4];
-
- if (attribs->mcol[b].array) {
- const MLoopCol *cp = &attribs->mcol[b].array[loop];
- rgba_uchar_to_float(col, &cp->r);
- }
- else {
- zero_v4(col);
- }
-
- glVertexAttrib4fv(attribs->mcol[b].gl_index, col);
- }
-
- /* tangent for normal mapping */
- for (b = 0; b < attribs->tottang; b++) {
- if (attribs->tang[b].array) {
- /*const*/ float (*array)[4] = attribs->tang[b].array;
- const float *tang = (array) ? array[loop] : zero;
- glVertexAttrib4fv(attribs->tang[b].gl_index, tang);
- }
- }
-}
-
-void DM_draw_attrib_vertex_uniforms(const DMVertexAttribs *attribs)
-{
- int i;
- if (attribs->totorco) {
- if (attribs->orco.gl_info_index != -1) {
- glUniform1i(attribs->orco.gl_info_index, 0);
- }
- }
- for (i = 0; i < attribs->tottface; i++) {
- if (attribs->tface[i].gl_info_index != -1) {
- glUniform1i(attribs->tface[i].gl_info_index, 0);
- }
- }
- for (i = 0; i < attribs->totmcol; i++) {
- if (attribs->mcol[i].gl_info_index != -1) {
- glUniform1i(attribs->mcol[i].gl_info_index, GPU_ATTR_INFO_SRGB);
- }
- }
-
- for (i = 0; i < attribs->tottang; i++) {
- if (attribs->tang[i].gl_info_index != -1) {
- glUniform1i(attribs->tang[i].gl_info_index, 0);
- }
- }
-}
-
/* Set object's bounding box based on DerivedMesh min/max data */
void DM_set_object_boundbox(Object *ob, DerivedMesh *dm)
{